There’s something about Rayman that makes it hard for me to like him. Maybe it’s the fact that the character doesn’t have arms or perhaps it’s that big circle on his belly. Despite some critically acclaimed games, the character created… Continue Reading →

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There's something about Rayman that makes it hard for me to like him. Maybe it's the fact that the character doesn't have arms or perhaps it's that big circle on his belly. Despite some critically acclaimed games, the character created by Michel Ancel just doesn't resonate the way Shigeru Miyamoto's plumber does. But that's starting to change with the past two titles by Ubisoft Montpellier.
Rayman Originswas a beautiful revelation, merging old-school platforming with rich visuals that look hand-drawn. The only problem with it is the unforgiving difficulty and the floaty jump mechanics could turn off players who weren't used to that style. The follow-up, Rayman Legends, has had a more tumultuous road leading up to its Sept. 3 release in North America. The project was originally going to be a Wii U exclusive released after its launch. But according to VentureBeat, the company postponed the game and shifted it to a multiplatform release because of fears over stagnant Wii U sales.
In the long run, the move will ultimately help the game in more ways than one. I had a chance to play Rayman Legends this month and was even more impressed with the old-school side-scrolling platformer. Like its predecessor, the game runs off the UbiArt Framework engine, but the team adds lighting effects to the sprites, giving characters a more dynamic look. It introduces a new character named Murfy that players can control via the touchscreen of the Wii U Gamepad. But game's core is focused on surreal and unbridled creativity and Rayman Legends oozes this.
Rayman Legends supports up to four-player multiplayer.HOW LEGENDS MIXES IT UP: Part of the game's strength lies in the decision to focus on legends, which offers diversity in the design. Ancel said the team treated each world like its own game complete with specific enemies and art styles. One legend features the Mexican Day of the Dead, where Rayman has to fight skeletons and travel through giant pieces of party food. Another world has medieval elements, where the armless hero has to battle knights and a dragon. In a change of pace, players can go underwater in a James Bond-inspired level focused on stealth. What's great is that players never know what to expect next stage to stage. "There's a surprise at every corner," Ancel said.
So how did the delay help? Ubisoft Montpellier spent the time polishing Rayman Legends while the team also converted ideas for the Wii U and implemented them for the Xbox 360 and PlayStation 3. The most obvious improvement is how well the platforming flowed. Ancel said the team worked more on how Rayman, Globox and company controlled. The jumps feel right. The attacks felt satisfying when striking foes. The sprinting hit the right spot where players feel like they're going fast but still in control. It's impeccable. It's the first Rayman game I've played that controlled well.
Some old Rayman Origins levels are remastered for play in Rayman Legends.RIGHT AMOUNT OF CHALLENGE: The second part of this formula is the challenge. The problem with Rayman Origins was that the mind-bending difficulty discouraged some players so much that they rage-quit the game. In Rayman Legends, that isn't much of a problem with a forgiving number of save points and the ability to jump around between legends. Players are free to play the adventure in a nonlinear way opening up new stages here and there.
Lastly, even if a level is too difficult, it isn't maddeningly so. Ubisoft Montpellier balanced challenge and reward so that the campaign doesn't feel punishing. At the same time, players have a sense of accomplishment for finishing a stage and performing some derring-do acrobatics to boot. Nothing shows this finely tuned difficulty better than the Invasion levels. Once players have finished a stage, there's a short remix of it that stars enemies from another legend. That's how players can see Day of the Dead skeletons in a medieval setting among other anomalies. The stages are timed and will test platforming skills but dying -- and you will die -- doesn't feel frustrating because the levels are so bite-sized and quick. Failure doesn't mean sitting through long load screens or losing hours of progress. In fact, Invasion levels are pretty addictive -- almost in the same way that Angry Birds is.
In some stages, players will have to flee from a luchador that chases him through a level.THE MURFY TOUCH-SCREEN LEVELS: That leads to the third pillar of Rayman Legends -- level design. It seems as though Ubisoft Montpellier has learned its lesson from its previous effort and decided to mix it up in each legend. The pacing is definitely improved and the stages aren't just one note. In several legends, I encountered a level where players control a sprite called Murfy. In these sections, players switch control of characters and the AI moves Rayman while players push around Murfy.
In a "I've Got a Filling," players use the touch screen to move Murfy so that he eats through cake. That creates paths so that Rayman can overcome obstacles. That mechanic is repeated throughout other Murfy-centric levels. In one he may be eating cake but in another scenario, he can be shielding Rayman from thunderbolts or creating platforms over lava. For the most part, it works even if the AI can be frustrating dumb at times. This is a level that's best played with a friend. For the Xbox 360 and PlayStation 3, Murfy levels still exist but he's controlled via commands lettings players focus control on Rayman and company.
Players still have to collect lums scattered throughout the levels.BRILLIANT DESIGN: Adding more variety is a music level that acts as a reward for defeating the boss of each legend. These stages are experimental but work wonderfully. They're a clever melding of level design and music. The stages are essentially music-rhythm games without the prompts. The stages are created so that every jump and strike that Rayman performs is in time with the song playing through the level. In other words, the flow and melody mirrors what's going on in the stage. The effect is magic and almost makes players feel like they're interacting with aTom and Jerry cartoon.
If that weren't enough, the team also included 14 levels from Rayman Origins that are remastered with the updated engine. Ancel said this was always planned and it was going to be a reward for Wii U owners who may not have had a chance to play it. Either way it's still a good gesture and may even entice those who haven't played the predecessor to pick up Origins. It may be hard to move backward though because from the way it's shaping up Rayman Legends seems to improve on its predecessor in every single way.
During the delay, it looks like Ancel and company weren't resting on their laurels. From what I played, they spent the time making a great game better.
Want to know what Gieson Cacho is playing? Follow him on Twitter.
]]>http://blogs.mercurynews.com/aei/2013/07/25/delay-did-rayman-legends-some-good-preview/feed/0RL_ PREVIEW_FIEST DE LOS MUERTOS_LUCHADOR_BOSSRL_ PREVIEW_TOAD_STORYRL_ PREVIEW_RO_REMASTERED_MOUNTAINRL_ PREVIEW_FIEST DE LOS MUERTOS_LUCHADOR_CHASE_2RL_ PREVIEW_RO_REMASTERED_JUNGLEBy: TwitterButtons.comDisney Infinity will be the must-have toy of 2013http://blogs.mercurynews.com/aei/2013/04/12/disney-infinity-will-be-the-must-have-toy-of-2013/
http://blogs.mercurynews.com/aei/2013/04/12/disney-infinity-will-be-the-must-have-toy-of-2013/#commentsFri, 12 Apr 2013 09:55:48 +0000Gieson Cachohttp://blogs.mercurynews.com/aei/?p=25490

Come August, Disney will be able to print money. That’s when the Mouse is expected to release Disney Infinity, a game that essentially takes ideas of Activision’s Skylanders series and multiplies it by a factor of 10. Like the Toys… Continue Reading →

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Come August, Disney will be able to print money.
That’s when the Mouse is expected to release Disney Infinity, a game that essentially takes ideas of Activision’s Skylanders series and multiplies it by a factor of 10. Like the Toys For Bob’s game, Disney's upcoming titleuses real toys that are placed on a special pad. The device reads the data on the figurines, ports the info into the game and fans happily control the character.
But that just scratches the surface of the gameplay idea. At GDC a few weeks ago, I got a better idea of what Disney is trying to do. They showed off both modes of the game: Playset and Toy Box.
You need this figurine to play the Playset games, plus it's clear for a reason.SETTING UP THE GAME: First let’s go over the Playset, which is activated via a crystal-esque figurine. It has a hexagonal base and it goes on a special spot on the reader. The reason it’s semitransparent is that the toy lights up, and depending on the situation, the glowing colors change or flash giving players a visual cue about what’s going.
The two Playsets I checked out were Pirates of the Caribbean and Cars. They’re both brand new adventures separate from their respective movies. With Pirates, Disney worked with Jerry Bruckheimer to get extra assets and characters that didn’t make the film and put in the game. The developers at Avalanche Software even remade parts of the original ride in the demo, a nice touch.
Pirates of the Caribbean had the simple puzzles and action that reminded me of a Lego game.PLAYING AS JACK SPARROW: As for the gameplay itself, it’s reminiscent of the Lego games with simple puzzles and quests. In this adventure, Jack Sparrow has to fend off Davey Jones who is attacking Tartuga. He’ll have to rescue crew members such as Master Gibbs and battle the sea-creature-ish pirates of the Flying Dutchman with a fairly complex combo system. Players can even block and parry attacks.
When it comes to the other elements of pirating, the game has fans covered with plenty of swashbuckling. Sparrow will climb atop ledges and glide down zip lines. All that effort goes toward finding four map pieces that will lead Sparrow to the key that unlocks the Kraken’s Bane. That enables Jack to defeat Davey Jones. Like the two other titles in the starter pack, the Pirates of the Caribbean is fairly lengthy with an average playtime of six to 10 hours depending on how many prizes you want to unlock for the Toy Box mode.
Yes, you can super-size Lightning McQueen into a monster truck and the vehicle handles differently as well.TAKING ANOTHER GAME FOR A SPIN: Cars was the other Playset and it included its own transparent figurine. The premise for this title is that Lightning McQueen has to get Radiator Springs ready for a Piston Cup race. Players can take on the roles of McQueen and other Cars cast members such as Holly Shiftwell and Mater, but those require specific toys.
The setup is more open world as players roll out across the town. The vehicles have a bit of wiggle to them. The events aren’t just straight racing. Players can make the characters perform skate tricks like 360s on halfpipe areas. Even the buildings like Flo’s v8 Cafe turn into ramps that players use to jump across gaps.
Along with stunt events, players can of course race and even partake in some karting action. It's similar to what Avalanche did in the Cars 2 game. Over the course of both Playsets, players do level up and hit a cap of 15. At each level, they’re awarded spins that lets players win in-game toys. And if that weren’t enough, Cars characters have a natural advantage when they’re brought into some competitions in Toy Box mode. (See anything with a finish line.) They can also perform a move called the tow and throw.
A unique brand of horse racing is one of the games you can play in Toy Box mode.THE CORE OF THE GAME: Speaking of Toy Box, that’s where most of the fun will take place. It’s an idea that arose from Toy Story 3: The Video Game. Avalanche Software just expanded and married it to the toys concept. All the prizes that players earn during the Playset campaigns can be used here and lets players do some wild things. Ever want to see Sully from Monster Inc in a Buzz Lightyear Jet Pack? That can be done. Do you want to re-create Disneyland? There are pieces like the Matterhorn and Space Mountain available.
But moving beyond just world creation, players can also make their own minigames. It looks fast and easy, but when it comes to user-generated content, the learning curve is always high, and when it comes to kids, it could be intimidating with youths dealing with switches and attaching AI to objects. I'm not sure if this part of Disney Infinity will be accessible to everyone.
You can pretty much drive whatever you want in the game, and yes, that the Epcot golf ball in the background.SIMPLE MINIGAMES: Conceivably, players can do some wild things with the tools that Avalanche Software provides. They can make a soccer game where players get points and fireworks celebration for kicking the ball into ESPN branded goals. They can make 2D platformers like Super Mario Bros. or a monster truck rally by using a wand to super-size cars. (They even handle differently depending on if you embiggen them or make them smaller.) It’s up the players' imagination.
What I like best though is that there’s no pressure to make anything. Just like real toys, players can just fiddle with things they see in the world. There doesn’t have to be a purpose for anything. The system lets players experiment, and one of the more fascinating things to try out are the Power Discs that will come in collectible card-type packs.
Several toys will be familiar to those who visited California Adventure.HOW POWER DISCS WORK: Players have to place them in the well of the reader and put the toy on top, then the Power Discs -- depending on what they do -- give out power-ups like 20 percent more health or stronger attacks. Just for fun, fans can even stack two power discs and mix up powers. Some even offer bonuses for the right combination. It’ll be fun to see all the recipes players can discover.
There are also Hexagonal discs that contain special toys or themed worlds. Sure, players can alter textures of the ground turning it from carpet to grass, but the Hexagonal discs will transform everything and turn a Frontierland-themed area into the world of Tron. When it comes to special toys, there will be some rarities like Cinderella’s carriage, so expect to buy several packs to find the Power Disc or Hexagonal Disc you want.
It’s an impressive open world Avalanche Software created and I’m sure kids of all ages -- and adults -- will get hooked on the possibilities when the game comes out on the Xbox 360, PlayStation 3, Wii U, Wii, PlayStation Vita and PC on Aug 18.
Images courtesy of Disney InteractiveWant to know what Gieson Cacho is playing? Follow him on Twitter.
]]>http://blogs.mercurynews.com/aei/2013/04/12/disney-infinity-will-be-the-must-have-toy-of-2013/feed/12ToyBox1Disney Infinity toyPirates_announce_4_finalToyBox4ToyBox2ToyBox3ToyBox9By: TwitterButtons.comMy top 5 Wii U launch day gameshttp://blogs.mercurynews.com/aei/2012/11/18/my-top-5-wii-u-launch-day-games/
http://blogs.mercurynews.com/aei/2012/11/18/my-top-5-wii-u-launch-day-games/#commentsSun, 18 Nov 2012 12:10:17 +0000Gieson Cachohttp://blogs.mercurynews.com/aei/?p=25073

The Wii U launched today, and while you’re waiting in line to get a system or downloading that epic update, you may be wondering what games to get from retailers or the eShop. I’m here to help. I’ve been putting… Continue Reading →

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The Wii U launched today, and while you’re waiting in line to get a system or downloading that epic update, you may be wondering what games to get from retailers or the eShop. I’m here to help. I’ve been putting the system through its paces since Nov. 8. I played through bothNew Super Mario Bros. U andNintendo Land. I’ve dabbled in a handful of other games to get the feel of them.
Here’s where I’d rank my top 5 launch games based on the short time with the system.
1. ZombiU -- If there’s one game to get during the launch, it’s this one. No other title this side of Nintendo Land shows off what the Wii U can do. But the reason that I put it atop my list is that it’s more cohesive and brims with a creepy atmosphere. It brings back the old-school survival-horror vibe as you play as a London survivor trying to get through the zombiepocalypse.
What’s interesting is that everything takes place in real time. There’s no chance to catch your breath as you wander through deserted streets, scavenge for supplies and pummel enemies to death with a paddle. To ratchet up the pressure, you have one character to get through the game at a time and if you die, you’ll have to start over and kill your zombified old self.
Ubisoft Montpelier also comes up with some inventive ways to play off the dual screens. Players use the GamePad to scan or organize supplies. All the while, they’ll have to be wary of danger that could be lurking nearby. There are also elements of Demon’s Souls with a player-run hint system and intense difficulty.
2. New Super Mario Bros. U -- Every Nintendo system has to come out with a Mario game of some sort, and the Wii U is no different. Unlike theGalaxy series though, New Super Mario Bros. U is a throwback. It’s a 2D platformer where Mario, Luigi and two toads have to save the princess through several different worlds.
This edition is huge and sports a hair-pulling amount of difficulty. The game will test the most ardent Mario fan’s skills. But the big equalizer is the Boost Mode that’s employed via the GamePad. It lets the user act in a support role, where they can rescue allies with bricks that they can conjure out of thin air. They can also stun enemies.
The most interesting thing though is that the GamePad player has a different perspective on a level, and they can often spot secrets or hidden items. It forces gamers into actual teamwork though having five players can get chaotic at times.
3. Nintendo Land -- If you want an all-around game, you can’t go wrong with this. Built like a theme park, this title has a good mix of single player and group attractions. Minigames such as Yoshi’s Fruit Cart are OK but don’t show off the potential and fun of the system like Balloon Trip or Takamaru’s Ninja Castle.
But the magic in Nintendo Land comes in the competitive play. Attractions like Mario Chase or Animal Crossing: Sweet Day are what the system is built for. The GamePad lets users be the person hiding while the rest of the group searches for him or it lets a user act as the guards hunting for critters stealing candy on a map. If you can get five people to play along this holiday, the experience can be life-changing.
4. Scribblenauts Unlimited -- I always felt that the originalScribblenauts on the Nintendo DS was a great idea on the wrong system. The controls were too clumsy and the screen was too small that playing the puzzle game was hard. In this sequel, the developer, 5th Cell, builds more of a narrative around Max and his magical ability to write objects into existence.
The franchise has come along way with a more open world and several playable characters that mixes the title up a bit. But the core gameplay is the same: Max and his siblings will encounter problems and you’ll have to write down words to try to solve them. For example, if a cat is stuck in a tree, you can try writing the word “ladder” to get it down or you could write “fish” and see it drop down to eat it.
The game still has players controlling Max with the analog stick and he can jump, but 5th Cell streamlined everything so that Max can use items more easily and manipulate the world with a tap of the touch-screen.
5. FIFA 13 -- I’m not a soccer fan, but this game could make me one. It’s one of the better ports that are out there for the Wii U. The thing that makes it different from all the others though is that EA Canada integrates the GamePad touch-screen into the gameplay. Not everything works perfectly but the thought and effort put into it makes it more than a quick cash-in.
The team planned out how to use the GamePad’s additional functionality and meld it with the gameplay. You can draw run lines for teammates on the touch-screen. You can use the motion controls to call up a new shot system that lets you kick a goal by tapping where in the net to aim for. You can even shuffle through lineups and add new strategies on the fly.
It all adds up to one of the better ports for the fledgling system.]]>http://blogs.mercurynews.com/aei/2012/11/18/my-top-5-wii-u-launch-day-games/feed/8IMG_20121118_032609In ZombiU, escape from London with hints from friends (preview)http://blogs.mercurynews.com/aei/2012/08/15/in-zombiu-escape-from-london-with-tips-from-friends-preview/
http://blogs.mercurynews.com/aei/2012/08/15/in-zombiu-escape-from-london-with-tips-from-friends-preview/#commentsWed, 15 Aug 2012 08:17:43 +0000Gieson Cachohttp://blogs.mercurynews.com/aei/?p=24778

The Olympics put a spotlight on London. Over 17 days, viewers got to know several parts of the city — the Eye, Big Ben and the Tower Bridge. For those wanting to see more of the sights, they can travel… Continue Reading →

]]>The Olympics put a spotlight on London. Over 17 days, viewers got to know several parts of the city -- the Eye, Big Ben and the Tower Bridge. For those wanting to see more of the sights, they can travel there vicariously through an upcoming video game.
The good: It's cheaper than a plane flight across the Atlantic. The bad (depending on your perspective): It will be full of zombies. That's the setting for the Wii U launch title ZombiU. I had a chance to play an updated build of the launch title last week at a pre-Gamescom event in San Francisco. (Here are my first impressions.)
The demo was focused on an escape from Buckingham Palace, and during the play-through, I got a little more insight into how the game works. Players start at a safe house and they travel to locations via sewer tunnels. It instantly transports players to the destination as long as they have already been there.
Your character has one life. Be careful with it. Scan your surroundings before venturing forth.A DIFFICULT GAME: Playing ZombiU again, I was struck at how difficult it was. Although it's a first-person shooter, players shouldn't run and gun. The game's pace is slow and methodical. Before stepping into a room, players have to use the bioscanner on a room via the Wii U Gamepad. That's how you scout out ammo, weapons and healing items.
Once inside a room, all bets are off. The undead will come alive if you're near them. Run away and they'll follow you. As with other horror games, there are plenty of cheap frights. (Be careful of air vents.) Players have to conserve their ammo because it's extremely limited and efficient shooting requires plenty of skill. If you're firing a handgun, only a direct shot to the head at close range can kill the zombie with one bullet. And even then, you have to wait until they're right on top of you so the margin for error is slim.
Out of ammo? Turn to your melee weapon a cricket bat, which isn't very effective but it works.CONSERVE THAT AMMO: When I was out of ammo, I turned to a cricket bat, but that's slow and takes a long time. To be effective with the melee weapon, I had to get used to a rhythmic swing and pause. Players can't hold down the left trigger and mash the right trigger thinking they'll perform a fancy combo. They won't. Meanwhile, the crossbow is the most effective and efficient weapon. It can be loaded with a scope for long range kills. But the best part about it is that players can shoot a zombie and grab the bolt after they finish almost like Daryl Dixon in The Walking Dead.
One of the more interesting features is that other players can leave hints through a level a la Demon's Souls. Players have to bioscan an area, and they can see arrows pointing to hidden passages in the palace or other text. Of course, the messages may not always be "helpful" so ZombiU prioritizes them. Friends' messages will appear most frequently followed by ones based on user feedback.
This is almost the ideal range to fire a handgun at a zombie. Just make sure you don't miss or you'll be dead.A FEELING OF TENSION ALL THE WAY THROUGH: The further I got into the demo, the more difficult ZombiU became. I had to deal with Irish Guard zombies and ones who were SWAT team members. Those creatures were the most difficult to kill because they were armored.
Toward the end, there is a scenario where numbers are written on the wall. Players are supposed to tap them into a keypad via the Wii U Gamepad, but the problem is that there are only three digits for the four number code. Players have to guess at it and do it quickly why trying to fend off the undead. I didn't play through this part but Ubisoft's Gabriel Shrager relayed it to me. It definitely sounds like the game will be tense all the way through and it seems like it will have the difficulty of a Demon's Souls or Dark Souls.
Multiplayer isn't what you're expecting.EXTRA TIDBITSYES, THERE IS A MULTIPLAYER MODE: Yes there is a multiplayer mode. It's going to be local play and pits one player against another. The person on the Wii U Pro Controller treats the game like a normal FPS. But things are more interesting on the Wii U Gamepad. They act almost like a dungeon master placing zombies on the map via the touch-screen and sending them out. The goal is to prevent the survivor from reaching the end of the map or vice versa if you're using the pro controller.
It's interesting take on multiplayer and it could be a way for hard-core and casual players to get together though I think both may be fighting over the Wii U Gamepad.
ZombiU is set for release this year.
Images courtesy of UbisoftWant to know what Gieson Cacho is playing? Follow him on Twitter. ]]>http://blogs.mercurynews.com/aei/2012/08/15/in-zombiu-escape-from-london-with-tips-from-friends-preview/feed/2ZU_Gamescom_Screenshot_MilitaryHQ1ZU_Gamescom_Screenshot_BuckinghamInside_Scanner2ZU_Gamescom_Screenshot_BuckinghamInside_CricketBatZU_Gamescom_Screenshot_StPaulChurch_SewerZU_Multiplayer_Screenshot_RooftopsBy: TwitterButtons.comMadden NFL 13 on Wii U and Kinect makes presnap adjustments easier (preview)http://blogs.mercurynews.com/aei/2012/08/06/madden-nfl-13-wii-u-kinect-audible/
http://blogs.mercurynews.com/aei/2012/08/06/madden-nfl-13-wii-u-kinect-audible/#commentsMon, 06 Aug 2012 12:00:41 +0000Gieson Cachohttp://blogs.mercurynews.com/aei/?p=24729

The great divide between hard-core Madden fans and the casual one lies in the substitutions and presnap. Players who lab and dig out the secrets of each team dominate those who have a average knowledge of the game. It’s like… Continue Reading →

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The great divide between hard-core Madden fans and the casual one lies in the substitutions and presnap. Players who lab and dig out the secrets of each team dominate those who have a average knowledge of the game. It’s like a chess player beating up on a group used to checkers.
Madde NFL 13 tries to bridge that gap through the Wii U Gamepad and the Kinect. I got an overview of the new gameplay additions last week. If they work correctly as advertised, it adds a new dimension to calling plays that wasn’t in the series before. The two control schemes simplify what has always been a cripplingly complex process of button presses audibles.
If I were Kevin Kolb, I'd shout out the "Please don't hurt me!" command and hope it works. It probably won't.USING YOUR VOICE: With Kinect, EA Tiburon uses the microphone on the sensor. Players can call out audibles just by saying the name of it. Say you’re in a pass formation and you see something in the defense. You can call out “Power O” and instantly change the play. When I tried it, the Kinect sensor picked up on my voice about 60 percent of the time. I had to say the play a few times before it was activated but it worked within the allotted time.
In another example, if you see that a safety is cheating over to the center, you can call out to your wide receiver to run a fly route. Just say “Welker streak” and he’ll adjust. What if you happen to have a team with two players of the same name? I can see a scenario where Andre Johnson and Stevie Johnson are on the same team via trade or act of God. EA Tiburon says you call out the first initial and the last name and it should work.
Facing Tom Brady? You can tell your D-line to shift left or right in hopes of throwing off his timing.THE RULES OF KINECT: On defense, it works the same way. You can change plays, highlight a specific player to cover or even change a linebackers assignment. But if that’s too complicated (The Kinect option will support up to 6,000 commands so there can be a lot to learn), players can just yell out “pass” or “run” before a play to gear the defense up.
When it comes to online, audibling via Kinect is available. But to halt any shenanigans EA Tiburon mutes the sensor a few seconds before the play. It prevents someone from yelling out a play or "set hike" and letting the Kinect hear it through the speakers. That can ruin a down for you.
Get ready to see a lot of unusual tackles in the Madden NFL 13.A WII U LAUNCH GAME: When it comes to the Wii U, EA Tiburon does the obvious. It uses the gamepad touchscreen so that players can efficiently flip through the playbook. They swipe and tap to pick a play. When it comes to hot routes, they can draw them quickly just by tapping a wide receiver in the formation and drawing his path.
On defense, it’s the same deal. Players can tap on a linebacker and change his assignment from man to zone by dragging the cursor to a particular area. Gamers can even delegate someone to be QB spy by picking a safety and sliding it on the opposing quarterback. So in effect, it looks like making presnap changes is like playing connect the dots.
Madden NFL 13 will feature the new Nike uniforms adopted by each team this year. Expect to see the familiar swoosh near the west of the pants.OTHER CONTROL SCHEMES: As for other Wii U control schemes, EA says it will support Wii remote and nunchuk along with the Wii U Pro Controller. Gamers transitioning from Xbox 360 to Nintendo's new console shouldn't have any issue with the control schemes on the gamepad or controller because they essentially use the same layout.
Unfortunately, Madden NFL 13 won’t support two Wii U Gamepads at launch. So that mean when playing against a buddy on the couch, there will be an option to turn off the Wii U Gamepad screen so that the playing field is even. Lastly, the Wii U Gamepad will work in online play.
You can play as Vince Lombardi or even as yourself as the coach of your favorite NFL team.OTHER FEATURES OF NOTEREALITY COLLIDES WITH GAMEPLAY: The new Infinity Physics Engine adds a dose of realism and unpredictability to collisions. This time around, the animations seem less canned as mass and speed are taken into account. I saw a tailback Ryan Matthews crumple-slide into the ground after being sideswiped by a Raider linebacker. But once in a while, you do see some odd things like an elbow bending in the wrong way during a tackle. It’s something that’s gruesome to see in real life and you do sort of cringe when seeing it in a replay in the video game. But otherwise, it's an appreciable change.
IT’S NOW FUN TO PLAY AS A COACH: Everyone will like taking on the shoes of an NFL player in Connected Careers but they’ll LOVE playing as the coach in that mode. It’s almost like a franchise mode on steroids with the ability to run the entire football side of an organization. Players choose to be a current coach like Jim Harbaugh or an unlockable legend like John Madden himself. A player can take their coach/player into an offline or online league whenever they want.
But the cool thing about it is the depth EA Tiburon put in. Coaches control player development and the depth chart. They earn experience points by completing goals like leading a comeback, etc., and they can use those points to improve quarterbacks on the roster or build up other areas of the team. It’s very RPG-oriented. They can even move beyond player-improvement and buy packages that will try to keep older Hall of Famers from retiring (Let's call this the Brett Favre pack) or a bonus that will draw free agents to the roster.
As the coach, you even have to deal with the media via a virtual Twitter feed that gives updates on in-game NFL action week by week. If you’re scouting a college player too intensely, Adam Schefter may break it and the league may know your move on draft day. Make a change to the depth chart and the likes of Trey Wingo may respond. Connected Careers seems to be the most in-depth mode to come out in a while.
SOCIAL NETWORKING: Want to brag about beating a buddy online? Now you can via Facebook or Twitter. Madden NFL 13 has deeper integration on both social networks. For those with Madden leagues, they can now create a Twitter or Facebook feed for it announcing matchup scores.
OFFENSIVE IMPROVEMENTS: EA Tiburon revamped the aerial game with touch-control passing. Now, it’s easier to toss lobs or hurl bullets in front, behind or above a receiver. It’s even more important to throw a pass where only your receiver can get it. Also, if quarterbacks are faced with a blitz and they’re in a play-action, they can break off the hand off animation by pressing the right trigger. Now, players won’t be instantly sacked for a bad call.
Madden NFL 13 comes out Aug. 28.
Images courtesy of Electronic ArtsWant to know what Gieson Cacho is playing? Follow him on Twitter. ]]>http://blogs.mercurynews.com/aei/2012/08/06/madden-nfl-13-wii-u-kinect-audible/feed/1910.8.184.106-image2offense19defense7T8008929-image766T8008929-image767Begin_Career_CoachBy: TwitterButtons.com